From 4a70fbf4c41d720d3faf6a289616740234f1b50f Mon Sep 17 00:00:00 2001 From: momo5502 Date: Mon, 13 Feb 2017 22:24:11 +0100 Subject: [PATCH] [ILoadedSound] Fix missing sound --- src/Components/Modules/AssetInterfaces/ILoadedSound.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/src/Components/Modules/AssetInterfaces/ILoadedSound.cpp b/src/Components/Modules/AssetInterfaces/ILoadedSound.cpp index dc239c01..376de25c 100644 --- a/src/Components/Modules/AssetInterfaces/ILoadedSound.cpp +++ b/src/Components/Modules/AssetInterfaces/ILoadedSound.cpp @@ -5,8 +5,10 @@ namespace Assets void ILoadedSound::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) { Components::FileSystem::File soundFile(Utils::String::VA("sounds/%s", name.data())); - if (!soundFile.exists()) { + if (!soundFile.exists()) + { header->loadSnd = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).loadSnd; + return; } Game::LoadedSound* sound = builder->getAllocator()->allocate(); @@ -16,9 +18,8 @@ namespace Assets return; } - static Game::LoadedSound* reference = nullptr; - if (!reference) - reference = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_LOADED_SOUND, "weapons/c4_detpack/c4_drop_dirt1.wav").loadSnd; + Game::LoadedSound* reference = nullptr; + if (!reference) reference = Game::DB_FindXAssetHeader(Game::ASSET_TYPE_LOADED_SOUND, "weapons/c4_detpack/c4_drop_dirt1.wav").loadSnd; memcpy(sound, reference, sizeof(Game::LoadedSound)); sound->sound.data = nullptr;